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Check out the v.266 - The Sengoku Warrior Reawakening patch notes
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[KMST] Teleport Boost/Game Direction
In the latest KMST Teleport Boost was changed into a passive skill for Explorer mages and Battle Mage.
All this change does is hurt skilled players who change their teleport range based on context.
You do not help a single player by changing this but rather only hurt those who alternate between the multiple ranges.
Change the toggle to be persistent after logout, those who wish to toggle the skill and leave it on forever can do so and those of us who actually use this skill can continue to do so.
It is apparent to me that Changseop is an extremely low skilled player or is catering to them without regards for higher skill players.
Anything he does in order to make the game more "accessible" needs to be looked at through the lens of a more skilled player to decide if it's actually required or just dumbing the game down to a needlessly simply point.
On top of this he seems quick to decide things without thinking about long term effects, combined with his effort to dumb the game down maplestory is quickly becoming something that it is not.
The game is becoming homogenized because of these efforts and if left unchecked there will be no point in having this many classes in the game because they'll all play the exact same.
Comments
also honestly why even bother doing that change ? its lazy enough to do a single press upon logging to activate it, like there rly no reason for this change
skill sequence had a reason to be, but this does not
unrelated to topic but, i also dislike infinity becoming a passive, as well as all class becoming 2 mins burst classes
like i know 2 mins burst benefit end-game, but it also take away a more relaxed playing way that 3 mins burst offered
But yes, the point to the skill being a toggle is to give the option for players to choose between short range and long range teleport and do what you like.
No, the KMS Director is a sweaty player that only likes people playing one specific way and is deleting any playstyle that does not fit into his one specific way of playing.
This is bad game direction and a bad game director. He is a dictator and forgot what the point to a game is which let people have fun and in their own way, embrace class uniqueness and other player playstyle with having multiple different ways to play the same class.
My vision for the game is having distinct roles, and for some classes, more than 1 different way to play that class... like how Lara can be Absorb Skills or Eruption Skills, or a mix of both, and the class playing completely differently based on which style you chose to play for one example.
I would have a mix of 2 mins and 3 mins classes because some players like having more sustain damage and weaker bursts, while others like having giant burst moments, some players only want sustain damage, and others only want burst whether it is 2 mins or 3 mins burst classes... so having different classes supports that.
Some players want party play, large parties, and solo - so just make every boss solo-able and embrace party play with strong supports at the same time (supports does not mean buffers), which also caters to the crowd that wants to play as a support and deliver on the support fantasy of actually being impactful with single support in the party able to properly keep the entire party alive by themselves with their healing, defense, and/or utility skills being powerful enough for that.
- and then not worry what players are doing, as long as they are having fun whether it is solo or party player or party play with support stacking, the game is meant to be played to have fun.
Rundown:
Support Sustain Damage Players
Support Burst Damage Players
Support Supportive Players (for the first time ever, I beg of you!)
With Support players needs both the current supports being brought way up in power so that healing, defensive, and/or utility skills can actually do its job properly, but also way more supports added into the game so that there is meaningful choice and options to choose from.
Supports live out their fantasy when they are not balanced around and the game can be soloed when balance around solo play, but not in a forceful way. So you let players both party play or solo play, but you only balance around solo play so that the game can be soloed for players that want to solo, and then this gives supports their power fantasy with making life easier for players that party with them.
Again, Supports and Buffers are not the same thing. One helps players get through the boss fight, the other just makes the boss fight end faster, but does not help them get through a longer fight.
Every class becoming 2 minutes had a much better solution by just changing every 2 minute class into a 90s class.
There were already several 90s classes and the difference of 30 seconds on 120s skills is much less than that of 60s on 180s skills.
This is what I mean by he doesn't think and is quick to decide changes on the game. Sadly the changes he rushes out will affect the game for years to come and we're all forced to deal with it.
Infinity becomes a passive for the same reason teleport boost becomes a passive, he's trying to lower the skill floor by completely disregarding the skill ceiling.
One less button to press is good in his mind and damned be anyone who benefitted from or liked said button press.
He should have been fired the moment he even entertained the idea of removing a nearly decade old server type from the game because he wasn't willing to spend five minutes thinking about if it actually needed to be removed or not.
Passive good. Changing how it functions is not.
Passive Infinity should have a base value that increases based on your buff duration so that it has the same feel as it does now.
Then rework Unreliable Memory into Unreliable Infinity:
Unreliable Infinity: Gain a stacking 10-45% Final Damage (stacks with the new passive form) over time over 41 seconds. This duration can increase further with Buff Duration. (needs to be included since this is a 5th job skill)
This way it removes the Infinity management aspect, but still retains the burst active form of Infinity at the same time, while retaining the fun of buff duration stacking for the explorer mages.
Pushing a button is not skill, management is just an annoyance. But things should be retained to the core of how something functions regardless.
Like a massive improvement to Feud's Wisdom (the heroes 5th job shared skill) should be reworking into this:
You will get a buff for 180 seconds, every 30 seconds the buff upgrades and gains an addition effect (same effects as it is now), and the last 30 seconds of the buff is the invincibility.
The skill gains a 240 seconds cooldown.
So this way the skill functions exactly the same as it does now, but completely removes the annoyance aspect to the skill of constantly needing to reuse it every 30 seconds.
Using a skill is not a skillful play, it is just annoyance. The skill would be way better to use it once and then the effects stack together on their own.
Same with Decent Skills should all be turned into passive skills because they function like passives now. The real versions are party buffs so they should be actives.
90s vs 2 min burst will not change the fact that bursts will be desynced in party play which is what I think they were aiming to get rid of. I also agree Infinity and Teleport Mastery should've just been kept as is because different situations call for different uses. Magic Guard should've also been kept a toggle as some people use it and others don't so forcing people to have it on at all time sucks. It makes no sense that their first thought to make classes easier to play is making everything inconvenient a passive. Not every class has to be easy to play and people enjoy playing difficult classes if it feels rewarding and satisfying. Furthermore, they are fundamentally changing the way some classes play which not only lowers the skill ceiling but also limits skill expression. I really hope some of these changes get reverted.
Also I think you underestimate how much easier to progress our version of reboot is due to all the exclusive content compared to KMS reboot. Without the exclusive content, there is a lower ceiling and it would become increasingly challenging to balance new content around this ceiling. Adding any changes that make reboot significantly easier or close the reboot/regular gap would spark outrage amongst regular server players because KMS players also treat this game as an investment since their account directly linked to their social security number. Furthermore, the things that reboot players are complaining about now are non-issues in KMS and would've been stuff they had to address if they kept reboot servers. The cubing scandal also made the 2 servers very similar so balancing around a lower ceiling doesn't make much sense. KMS servers now are basically reboot with lower meso rates, trading and a thriving economy. With that said, I hope Inkwell doesn't port over changes that make no sense for our economy/version of the game.
also forgot to mention last post but as for Chang i think they might be a 4/10 at most in term of hand skills.....i'am around 7/10....with at least 3 more clear skills ceiling above me...extremely bad i doubth it, but he definetly sound a bit bellow your average player with the approach he's taking
heck there some players that struggle with just the left/right and jump controls(very basic)...those would definetly be at the extremely bad level XD
Stacona: remaining decent skills into passive is pointless at the time being, thx to Skill sequence, however that might be something to look into when seventh job come out(or a whole new system thats not a job), untill then, its wtv
can't agree with the rest of your suggestions however
supports are already strong enough..3X healing Fams + 1-2 items that boost healing from Fam praticly give a full heal every second...they dont need anti-death effects//more dps multiplier..... 6X stacks of FD is gross enough as is....there was a youtube video of ppl showing how busted that is vs Seren
that need a serious tone down in regard to FD stackin as it multiply itself
Utility Skills(not all classes should have one, and the amount of utility that can be design is limited)
Mechanic has that portal thing
Lynn has teleport all members to her(can also be use to troll the group and grief then pretend accidental key press when ppl report for girefing)
defense rating being 1-3% dmg reduction is massive enough(let alone if you could stack it for 6-18% reduction), even just 15% could turn a fight trivial
maybe 5% reduction at most IF it cap to 5% among all party members(no stacking allowed)....look....defense rating is a stat that can't be given in generous amount
for obvious reasons..the fantasy of being a player that can't die is stupid and it remove the fun of what make a game a game..if the challenge become null, whats the point of doing it ?
90s cd would be worse because the benefits to 180s cd bursts is that the burst does more damage.
There are people that want big burst damage, and lowering it to 120s removes that satisfaction that burst damage players want to have.
This keeps the feeling of short burst cycle classes without touching the longer burst cycle classes.
I am not underestimating nor do I care about how hard it is to progress. The entire point of reboot is to be a harder server.
There were ways to fix it in Korea, ways that he literally added after its removal. I honestly don't even think it needed to be fixed either.
He didn't like the fact that players could progress without spending money and they were choosing to play this over reg and so reboot had to die.
I say he's extremely unskilled (or catering to low skill) because he seems to be removing any and all amount of skill expression and techniques.
There are ways to lower the skill floor without touching the skill ceiling and if he was a better game designer or player he would see these routes.
I'm holding him to a higher standard because he's the director and for him to make some of these changes and remove an entire server type because it's the hard server (ignoring his reasoning) just says to me he's a terrible player. (Probably doesn't even play the game)
It seems like he just wants people to burst and then wait for next burst, I know players like this and they are completely awful at the game.
There are plenty of classes for these players to play if they can't learn the harder classes, there are already plenty of low skill floor low skill ceiling characters.
There is no need to lower the skill ceiling of the harder to play characters. You can lower their skill floor, but not if it means lowering the skill ceiling.